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[Archetype entries in li01.ini file?

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Post Tue Aug 17, 2004 12:05 pm

[Archetype entries in li01.ini file?

Does anyone know what the archetype entries that are in the li01.ini file are used for? For example:

[Archetype
ship = li_fighter
simple = li_fighter_dmg_portfin_cap
simple = li_fighter_dmg_starboardfin_cap
simple = li_fighter_dmg_engine_cap
ship = li_elite
simple = li_elite_dmg_star_wing_cap
simple = li_elite_dmg_port_wing_cap
simple = li_elite_dmg_Spoiler_cap
simple = li_elite2_dmg_Spoiler_cap
simple = li_elite_dmg_Engine01_cap
simple = li_elite_dmg_Engine02_cap
ship = li_elite2

Why are those necessary? On the mod I am working on, I have found that if I remove those lines, the game crashes (client side) in certain situations. In particular, if I launch from a planet, then dock and relaunch, but this time hit the "ESC" key to cancel the launching scene, my game will crash. If I put the archetype settings back into the ini file, then the crashes go away, but then there are other problems that are caused by a texturing bug with the milkshape mat file exporter (I'll explain that in a sec). It seems that the [Archetype entries definately effect the way that Freelancer loads up and displays textures, but I don't really understand it. Also, in vanilla freelancer, those archetype entries are only in li01.ini and a few other system inis. And I can remove them from the files and everything works just fine with Vanilla freelancer. So does anyone know what they are for?

On to the root of the problem (or at least it seems to be the root of the problem). Over the last few months, everyone has been using the Milkshape mat exporter plugin to make their texture files. However, there is a problem. It seems that the plugin names all the material library and texture libray entries (as seen in utf_editor) with the exact same naming convention, particularly material01.tga, material02.tga, etc. The problem is that when you have two ships together that have had their textures created with the plugin, Freelancer messes up their graphics. It will load up the textures for one of the ships, and then when it gets to the next ship, since the names of the textures are exactly the same, the second ships textures now overwrite the textures of the first ship within freelancer's internal memory. The result is that the first ship will display the textures of the second ship instead of it's own textures. I hope that makes sense.

Post Tue Aug 17, 2004 12:15 pm

They have to do with the singleplayer missions. What, exactly, I don't know, however.

Post Tue Aug 17, 2004 1:42 pm

Neph is right, they are for single player missions. To be mores pecific, they are for cinematic scenes, movies, etc. For instance when the order first attacks.

Post Sun Aug 22, 2004 10:19 pm

About texture messing using MAT exporter:
when I converted the first ship pack I made the same mistake, so
just rename (in MilkShape, don't use UTF_editor) the Material01.tga, Material02.tga bla bla bla in your_ model_name.tga, your_ model_name2.tga etc.
Anyway, this is nothing have to do with the topic

Post Mon Aug 23, 2004 11:53 am

Actually, it has much to do with the topic. Yeah, I realized that I can change the texture names in Milkshape. Also, the group names need to be unique, or at least group 1 does. Once all the ships have unique material and group names, then that fixes the problem of needing the [Archetype entries in the system files, you can just take that whole section out.

Post Mon Aug 23, 2004 1:49 pm

Exactly

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